Atari Essays

  • The Odyssey: The First Commercial Video Game Consoles

    340 Words  | 2 Pages

    first commercial video game console created in 1972 it allowed you to play 12 games three years later in 1975 Atari released a home version of the successful game pong it was unique as it showed an onscreen score and in game sound from here game consoles began to take off with the later release in 1977 of the Atari 2600 which used game cartridges that allowed for multiple games the Atari 2600 became a big hit. Later in 1980 Mattel released the intellivision and the console wars began, the intellivison

  • Video Games History Research Paper

    974 Words  | 4 Pages

    released two new iterations of the Odyssey through the Magnavox Odyssey 100 and 200. Over the next couple years Magnavox put out new consoles frequently with only slight improvements over their predecessors. At around the same time Atari released it highly praised Atari 2600, securing the companies place in videogame history. A new company joined the scene in 1976 by the name of Coleco, here was the first ever use of color for home consoles and varying difficulty levels. Things continued like this

  • Final Essay

    977 Words  | 4 Pages

    The gaming industry is huge. Billions and billions of dollars huge. In fact, according to the latest statistics for 2014, the gaming industry is projected to make an astounding $82 billion in video game sales through 2017. A portion, no doubt, will be spent on products from a video game company called Nintendo. The early days of Nintendo weren’t profitable or diverse, but one man managed to change not only the trajectory of the company, but the entire gaming industry. Hiroshi Yamauchi orchestrated

  • How Have Video Games Changed Over The Years

    268 Words  | 2 Pages

    Over the years video games have changed a lot. Rapidly improving with the world of technology, they have become more complex. When video games first came out it was for the system Atari. Atari didn’t have many buttons, just a joystick. That game was called pong. It was so basic and simple compared to video games today. Pong and every other video game that was released back then didn’t require much thinking. They often just were games where you used minimal thinking skills like going around shooting

  • 1970's Technology In The 1970s

    427 Words  | 2 Pages

    1970’s Technology Throughout history, from Ancient Greece to modern day America, humans had always been interested in the progress. Whether it be advancements in medicine or the principle of relativity, people all across space and time have been fascinated by what they could accomplish. The human race is full of examples of individuals who have gone above and beyond making contributions in a variety of subject areas. However, the one field that perhaps captivates people the most is the area of

  • Explain How Gaming Has Changed Over Time Essay

    1903 Words  | 8 Pages

    John Perry Mrs Hook English 3 16 May 2023 How gaming has changed over time and became a economice powerhouse. What's the most used gaming console of all time? The most used console of all time is the PlayStation 2 and gaming has evolved a lot senese the beginning when there were no home gaming consoles and now pretty much every console is at home, also gaming almost going out of business in the mid to late 1900s now to being a multi billion dollar industry. The most used video gaming console and

  • The Consequences Of Video Games

    1149 Words  | 5 Pages

    Since the first video game created by Ralph Baer (Odyssey 100), this technological area hasn’t stopped growing. Every minute, someone on the planet turns on their PC, Xbox, or PS4 to have some fun and forget about their reality for some time. Video games now are commercialized as food at the game stores, which gain much every year. These electronic games have never been that popular as they are today and according to Entertainment Software Association, the sales of computers and videogames sold 273

  • Cango Swot Analysis Paper

    1356 Words  | 6 Pages

    Market Analysis The market for online gaming and shopping is vast oasis of potential customers. CanGo is currently targeting a small section of the population and potentially not the most profitable portion. CanGo focuses the majority of its attention on the Gen X and Gen Y populations; there are other segments of the population of online gamers and shoppers that could provide a larger customer base. According to the Entertainment Software Association, in 2015 155 million Americans play video games

  • Gamestop Executive Summary

    1858 Words  | 8 Pages

    GameStop’s Struggle to Compete with Digital Gaming Evan Orme Department of Communications, Wayne State University COM: 3300 Business and Professional Presentations Professor Fatooma Saad June 21, 2023 June 21, 2023 Mr. Matt Furlong GameStop Corp. CEO and Director 625 Westport Pkwy Grapevine, TX 76051 Dear Mr. Furlong, Thank you for consulting the company’s communication department on the decline of physical game sales at GameStop. The effects of this issue have a far-reaching

  • Canadian Game Industry Essay

    680 Words  | 3 Pages

    The Canadian game industry has seen significant development and success, providing "4.5 billion dollars to the Canadian GDP in 2019." (Perks and Whitson 132). With the rise of self-publishing and digital distribution platforms like Steam, Apple, and Google Play, the business appears to be here to stay. Despite its success, the gaming industry has faced numerous problems. Three key takeaways from Matthew Perks and Jennifer Whitson's chapter "Inclusion, Access, and Equity: Diversity Initiatives in

  • Discuss The Use Of In-Game Advertising In The Disney Movie Pete's Dragon

    683 Words  | 3 Pages

    Within this essay I will be discussing the current state of the advertising and the digital media world, specifically revolving around in-game adverting. The in-game advertising of the Disney movie Pete’s Dragon, which was ran by RapidFire (an in-game advertising company), will be analysed to make a point that this should be the standard brands should follow when advertising within games. In-game advertising (IGA) is when brands advertise within video games (Five by Five Global. 2019). In-game advertising

  • Swot Analysis Of Activision Blizzard

    1942 Words  | 8 Pages

    Strengths: The video entertainment industry has been becoming increasingly more popular, and the video games that Activision Blizzard Inc. publish are no exception. In an annual report done by Entertainment Software Association, who surveyed 4,000 randomly selected households nationwide, it was found that 63% of households in the U.S. are home to at least one frequent gamer. In other words, there is no shortage of consumers in the market for Activision Blizzard to market their products to. However

  • What Is Gamego's Primary Demographic

    320 Words  | 2 Pages

    Demographic GameGo’s primary demographic are game-playing households with income levels of $30,000 and up, which includes a market of 170 million American consumers (Newzoo, 2015). These households own an average of three or more gaming consoles and spend a large percentage of their disposable income on hardware, software and peripherals. In addition, our initial users should consume more than 23 hours of media per week – making them an ideal consumer for GameGo’s services. Based on Facebook’s entertainment

  • Business Analysis: Gamestop

    1014 Words  | 5 Pages

    Back in 1984, GameStop was not initially a video game retailer. The original name was called Babbage Inc. from Dallas, Texas. With the rise of video games becoming a popular past time hobby for Americans, the company grew financially well. The name GameStop did not appear until 1996, where they expanded across the United States and even have a few stores in Buffalo, New York. However, due to the rise of competitors and advancements in technology, GameStop has steadily gone down from both a revenue

  • Gamestop Executive Summary

    957 Words  | 4 Pages

    GameStop is a leading retailer in the video gaming industry. Founded in June of 2000, GameStop offers customers the most popular and in-demand games, gaming consoles, and accessories. In addition to the newest models and software, GameStop offers store credit and cash for used game trade-ins, where they then upsell in store to customers. This business model has carried GameStop through the years, and sets it apart from its competitors. With over 7,000 locations, GameStop’s services are available

  • James Halliday Ready Player One Analysis

    380 Words  | 2 Pages

    In the book Ready Player One, a character by the name of James Halliday created a virtual reality game known as the OASIS. Halliday makes references to various eighties arcade games. His obsession with the eighties and nineties is what made Halliday stuck in the past. While eighties and nineties games are indeed incredible and helped to set the blueprints of the video games of today, Halliday seems to neglect the influential titles of the modern age. There are no references to modern video games

  • Video Games: The Entertainment Software Rating Board

    1167 Words  | 5 Pages

    Video games are such a diverse subject but can actually be sorted very easily grouped. They can be grouped by what the subject matter that the game is about. Video games can also be grouped together by their ESRB rating, which is the Entertainment Software Rating Board. This is where the massive separation of video games begins, but there is a bigger split in groups of video games and that is the genres. Even though video games have a wide range of subjects and ratings they will always be classified

  • Sexual Harassment In Video Games

    1945 Words  | 8 Pages

    I. Introduction The status of the video-games industry, with its fast growing multi-billion dollar market has never been stronger. The importance and impact of this medium cannot be neglected. For many years now video games are no longer an entertainment for the chosen. A recent survey revealed that as much as 59% of all Americans play video-games and children start playing as early as at the age of three. The games can stimulate education and development, but they can as well shape the perception

  • How Does Mass Media Influence Modern Culture

    1319 Words  | 6 Pages

    The mass media has had a greater influence on modern culture than either education or history Technology has played an important role in people life nowadays and this leads to the modern culture in the present. Many countries are trying to develop an innovation in many ways in order to make it more convenience for their people. Mass media is one of many factors that has a greater affect to modern culture as we live in a society which depends on information thus, communication can leads to our activities

  • Cango Market Analysis Paper

    700 Words  | 3 Pages

    Market Analysis Angela The gaming industry has been growing rapidly. With gaming done on specific consoles, computers, tablets, and mobile, a small specialized industry has quickly turned into a multi-billion-dollar market. For this reason, a full understanding and analysis of the online game market are essential to the success of CanGo’s organization. Our consulting team has fully analyzed and researched their organization’s market. Therefore, the purpose of this analysis is to give CanGo